Frame List|ALEX

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 3 7 4 2 4 2 SCAV 3030 7070 0 / 20 High

Standing MP

M

6 2 12 5 2 10 7 SCAV 6060 100100 0 / 30 High

Standing HP

H

9 4 22 -1 -3 16 14 SCAV 9090 150150 0 / 50 High 1F will not hit grounded opponents

Standing LK

L

5 3 8 2 -1 5 2 SCAV 4040 7070 0 / 20 High

Standing MK

M

8 3 15 2 -2 9 5 V 7070 100100 0 / 30 High

Standing HK

H

17 3 25 1 -4 22 17 V 100100 150150 0 / 50 High Triggers Crush Counter (crumple)

Crouching LP

(WHILE CROUCHING)

L

4 2 7 4 2 4 2 SCAV 3030 7070 0 / 20 High

Crouching MP

(WHILE CROUCHING)

M

8 2 17 2 -1 13 10 V 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 6 23 D -8 D 10/13 V 9090
*
150150
*
0 / 50 High Diagonal input changes the forward movement distance

Crouching LK

(WHILE CROUCHING)

L

4 3 6 4 0 4 0 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

9 2 18 0 -3 9 6 V 6060 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

11 2 24 D -12 D 4 V 100100 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

5 7 7070 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

8 3 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid Can cross-up

Jumping MK

(DURING JUMP)

M

6 6 7070 100100 0 / 30 Mid

Jumping HK

(DURING JUMP)

H

9 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Flying Cross Chop

(DURING FORWARD JUMP)+

H

14 16 15 frames after hit landing 35 frames after block or miss landing 8 9090 150150 0 / 50 Mid

Chop

+

M

22 2 18 1 -8 6060 100100 0 / 30 Mid

Lariat

+

H

11 4 16 7 3 18 15 SCAV 8080 150150 0 / 50 High Triggers Crush Counter (+15F)
Forces stand
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Face-Crush Chop

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 120120 0 / 70 Throw

Leg Tomahawk

(CLOSE TO OPPONENT)+

L

L

5 3 17 160160 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Overhaul

M

M

52 total frames V-Gauge 30 / 0 Physical attacks gain Hard Hit property
+5F advantage on Hard Hit, +3F advantage for Crush Counter moves

Rage Boost

H

H

1 5 V-Gauge -600 / 0 V-Gauge Timer + 2000F
Gains the special moves Flying DDT and Choke Sleeper while active

Big Boot

(DURING GUARD)+

LMH

17 2 23 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Flash Chop

+

L

12 3 20 2 -4 CA 7070 150150 10 / 30 High

M Flash Chop

+

M

18 3 19 3 -4 CA 8080 150150 10 / 30 High

H Flash Chop

+

H

25 3 21 2 -4 CA 100100 150150 10 / 30 High

EX Flash Chop

+
11 5 19 D -2 VS 140140
*
200200
*
-300 / 0 High

L Slash Elbow

+

L

16 5 22 3 -2 S*CA 8080 200200 10 / 30 High S*Can only be canceled into Flying DDT

M Slash Elbow

+

M

19 5 22 D -6 CA 9090 200200 10 / 30 High

H Slash Elbow

+

H

24 5 19 D -7 CA 100100 150150 10 / 30 High

EX Slash Elbow

+
14 3 29 D -17 S*VS 150150
*
200200
*
-300 / 0 High First hit only forces stand
Startup frames for when in close contact
Armor from 3F until attack startup
S*First hit can only be canceled into Flying DDT

L Air Knee Smash

+

L

6 8 21+17 frame(s) after landing D 130130
*
200200 20 / 50 High 5F - Will not hit grounded opponents

M Air Knee Smash

+

M

9 10 19+23 frame(s) after landing D 130130
*
200200 20 / 50 High 8F - Will not hit grounded opponents

H Air Knee Smash

+

H

11 10 19+25 frame(s) after landing D 130130
*
200200 20 / 50 High 10F - Will not hit grounded opponents

EX Air Knee Smash

+
6 8 21+27 frame(s) after landing D 140140
*
200200 -300 / 0 High 5F - Will not hit crouching opponents
5F - 13F projectile invincibility
5F - 13F invincible to mid-air attacks

L Air Stampede

+

L

27 3 17 D -5 120120 200200 20 / 40 Mid 10F -

M Air Stampede

+

M

30 3 21 D -5 120120 200200 20 / 40 Mid 13F -

H Air Stampede

+

H

33 3 22 D -5 120120 200200 20 / 40 Mid 16F -

EX Air Stampede

+
29 3 18 D 2 VS 140140 200200 -300 / 0 Mid 14F - 1F - 30F projectile invincibility
Movement distance can be controlled with left/right directional input

L Head Crush

+

L

36 2 30 4 160160 250250 20 / 50 Throw 7F - Forward movement distance can be controlled with directional input

M Head Crush

+

M

40 2 30 4 160160 250250 20 / 50 Throw 12F - Forward movement distance can be controlled with directional input

H Head Crush

+

H

44 2 30 4 160160 250250 20 / 50 Throw 15F - Forward movement distance can be controlled with directional input

EX Head Crush

+
30 2 50 4 180180 300300 -300 / 0 Throw 5F - 1F - 4F throw invincibility
Forward movement distance can be controlled with directional input

L Power Bomb

+

L

6 2 60 D 170170 200200 20 / 80 Throw

M Power Bomb

+

M

6 2 60 D 180180 230230 20 / 80 Throw

H Power Bomb

+

H

6 2 60 D 190190 250250 20 / 80 Throw

EX Power Bomb

+
5 2 60 D 230230 250250 -300 / 0 Throw

Power Drop

(ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+
5 2 52 D 140140 250250 20 / 80 Throw

EX Power Drop

(ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+
5 2 52 D 200200
*
300300
*
-300 / 0 Throw

VFlyng DDT

(DURING V-TRIGGER II)

H

H

22 3 41 180180 220220 0 / 80 Throw 10F - Uses 500F V-Gauge Timer
Will not hit crouching opponents
Will not hit airborne opponents
Uses 500F V-Timer upon successful hit
Can be canceled into from regular moves and Lariat

VChoke Sleeper

(DURING V-TRIGGER II)(DURING FLASH CHOP)

H

H

5 2 51 120120 120120 0 / 70 Throw Uses 1000F V-Gauge Timer
Can be performed from every version of Flash Chop
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Heavy Hammer

+
1+4 2 D 340340 00 -900 / 0 High 1F - 6F full invincibility

Heavy Hammer (1st Hit Blocked or Miss)

+
5 46 D -25 230230
*
00 -900 / 0 High

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 3 7 4 2 4 2 SCAV 3030 7070 0 / 20 High

Standing MP

M

6 2 12 5 2 10 7 SCAV 6060 100100 0 / 30 High

Standing HP

H

9 4 22 -1 -3 16 14 SCAV 9090 150150 0 / 50 High 1F will not hit grounded opponents

Standing LK

L

5 3 8 2 -1 5 2 SCAV 4040 7070 0 / 20 High

Standing MK

M

8 3 15 2 -2 9 5 V 7070 100100 0 / 30 High

Standing HK

H

17 3 25 1 -4 22 17 V 100100 150150 0 / 50 High Triggers Crush Counter (crumple)

Crouching LP

(WHILE CROUCHING)

L

4 2 7 4 2 4 2 SCAV 3030 7070 0 / 20 High

Crouching MP

(WHILE CROUCHING)

M

8 2 17 2 -1 13 10 V 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

10 6 23 D -8 D 10/13 V 9090
*
150150
*
0 / 50 High Diagonal input changes the forward movement distance

Crouching LK

(WHILE CROUCHING)

L

4 3 6 4 0 4 0 V 2020 7070 0 / 20 Low

Crouching MK

(WHILE CROUCHING)

M

9 2 18 0 -3 9 6 V 6060 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

11 2 24 D -12 D 4 V 100100 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

5 7 7070 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

8 3 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 5 4040 7070 0 / 20 Mid Can cross-up

Jumping MK

(DURING JUMP)

M

6 6 7070 100100 0 / 30 Mid

Jumping HK

(DURING JUMP)

H

9 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Flying Cross Chop

(DURING FORWARD JUMP)+

H

14 16 15 frames after hit landing 35 frames after block or miss landing 8 9090 150150 0 / 50 Mid

Chop

+

M

22 2 18 1 -8 6060 100100 0 / 30 Mid

Lariat

+

H

11 4 16 7 3 18 15 SCAV 8080 150150 0 / 50 High Triggers Crush Counter (+15F)
Forces stand
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Face-Crush Chop

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 120120 0 / 70 Throw

Leg Tomahawk

(CLOSE TO OPPONENT)+

L

L

5 3 17 160160 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Overhaul

M

M

52 total frames V-Gauge 30 / 0 Physical attacks gain Hard Hit property
+5F advantage on Hard Hit, +3F advantage for Crush Counter moves

Rage Shift

H

H

1 5 V-Gauge -600 / 0 V-Gauge Timer + 1700F
While active, Alex gains the special move Sledge Hammer

Big Boot

(DURING GUARD)+

LMH

17 2 23 D -2 6060 00 V-Gauge -300 / 0 High 1F - 30F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

L Flash Chop

+

L

12 3 20 2 -4 CA 7070 150150 10 / 30 High

M Flash Chop

+

M

18 3 19 3 -4 CA 8080 150150 10 / 30 High

H Flash Chop

+

H

25 3 21 2 -4 CA 100100 150150 10 / 30 High

EX Flash Chop

+
11 5 19 D -2 VS 140140
*
200200
*
-300 / 0 High

L Slash Elbow

+

L

16 5 22 3 -2 CA 8080 200200 10 / 30 High

M Slash Elbow

+

M

19 5 22 D -6 CA 9090 200200 10 / 30 High

H Slash Elbow

+

H

24 5 19 D -7 CA 100100 150150 10 / 30 High

EX Slash Elbow

+
14 3 29 D -17 VS 150150
*
200200
*
-300 / 0 High First hit only forces stand
Startup frames for when in close contact
Armor from 3F until attack startup

L Air Knee Smash

+

L

6 8 21+17 frame(s) after landing D 130130
*
200200 20 / 50 High 5F - Will not hit grounded opponents

M Air Knee Smash

+

M

9 10 19+23 frame(s) after landing D 130130
*
200200 20 / 50 High 8F - Will not hit grounded opponents

H Air Knee Smash

+

H

11 10 19+25 frame(s) after landing D 130130
*
200200 20 / 50 High 10F - Will not hit grounded opponents

EX Air Knee Smash

+
6 8 21+27 frame(s) after landing D 140140
*
200200 -300 / 0 High 5F - Will not hit crouching opponents
5F - 13F projectile invincibility
5F - 13F invincible to mid-air attacks

L Air Stampede

+

L

27 3 17 D -5 120120 200200 20 / 40 Mid 10F -

M Air Stampede

+

M

30 3 21 D -5 120120 200200 20 / 40 Mid 13F -

H Air Stampede

+

H

33 3 22 D -5 120120 200200 20 / 40 Mid 16F -

EX Air Stampede

+
29 3 18 D 2 VS 140140 200200 -300 / 0 Mid 14F - 1F - 30F projectile invincibility
Movement distance can be controlled with left/right directional input

L Head Crush

+

L

36 2 30 4 160160 250250 20 / 50 Throw 7F - Forward movement distance can be controlled with directional input

M Head Crush

+

M

40 2 30 4 160160 250250 20 / 50 Throw 12F - Forward movement distance can be controlled with directional input

H Head Crush

+

H

44 2 30 4 160160 250250 20 / 50 Throw 15F - Forward movement distance can be controlled with directional input

EX Head Crush

+
30 2 50 4 180180 300300 -300 / 0 Throw 5F - 1F - 4F throw invincibility
Forward movement distance can be controlled with directional input

L Power Bomb

+

L

6 2 60 D 170170 200200 20 / 80 Throw

M Power Bomb

+

M

6 2 60 D 180180 230230 20 / 80 Throw

H Power Bomb

+

H

6 2 60 D 190190 250250 20 / 80 Throw

EX Power Bomb

+
5 2 60 D 230230 250250 -300 / 0 Throw

Power Drop

(ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+
5 2 52 D 140140 250250 20 / 80 Throw

EX Power Drop

(ONLY TRIGGERS WITH "HIGH" FLASH CHOP OR SLEDGE HAMMER)+
5 2 52 D 200200
*
300300
*
-300 / 0 Throw

VSledge Hammer (Parry)

H

H

2 12 23 20 / 0 Uses 100F V-Gauge Timer
Regain 200F V-Gauge timer upon a successful counter
Upon successful parry, 18F of unique hit stop
During hit stop and while active, can be canceled into Sledge Hammer again

VSledge Hammer (Attack)

H

H

20 2 29 5(*-1) -12 8080 150
(*100)
150
*
0 / 40 High Uses 400F V-Gauge Timer
*Value when side-switching doesn't happen

VSledge Hammer (Charge Attack)

H

H

(HOLD BUTTONS)
68 2 25 11(*D) GB+4 130130 200
(*150)
200
*
0 / 40 High Uses 400F V-Gauge Timer
V-Gauge Timer is used during attack startup
*Value when side-switching doesn't happen
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Heavy Hammer

+
1+4 2 D 340340 00 -900 / 0 High 1F - 6F full invincibility

Heavy Hammer (1st Hit Blocked or Miss)

+
5 46 D -25 230230
*
00 -900 / 0 High